<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<ThingDef ParentName="ArmorSmithableBase" Name="ShieldBase" Abstract="true">
		<thingClass>CombatExtended.Apparel_Shield</thingClass>
		<thingCategories>
			<li>Shields</li>
		</thingCategories>
		<apparel>
			<countsAsClothingForNudity>false</countsAsClothingForNudity>
			<careIfWornByCorpse>false</careIfWornByCorpse>
			<bodyPartGroups>
				<li>LeftShoulder</li>
			</bodyPartGroups>
			<layers>
				<li>Shield</li>
			</layers>
		</apparel>
		<storedConceptLearnOpportunity>CE_Shields</storedConceptLearnOpportunity>
		<smeltable>true</smeltable>
		<recipeMaker>
			<unfinishedThingDef>UnfinishedShield</unfinishedThingDef>
		</recipeMaker>
	</ThingDef>

	<ThingDef ParentName="ShieldBase">
		<defName>CE_Apparel_MeleeShield</defName>
		<label>melee shield</label>
		<description>Simple shield that can block simple projectiles and hits with melee weapons.</description>
		<techLevel>Medieval</techLevel>
		<graphicData>
			<texPath>Things/Apparel/Shield/CE_Shield</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>CutoutComplex</shaderType>
		</graphicData>
		<possessionCount>1</possessionCount>
		<costStuffCount>60</costStuffCount>
		<stuffCategories>
			<li>Steeled</li>
			<li>Woody</li>
		</stuffCategories>
		<recipeMaker>
			<researchPrerequisite>Smithing</researchPrerequisite>
			<recipeUsers>
				<li>FueledSmithy</li>
				<li>ElectricSmithy</li>
			</recipeUsers>
		</recipeMaker>
		<statBases>
			<WorkToMake>9500</WorkToMake>
			<MaxHitPoints>125</MaxHitPoints>
			<StuffEffectMultiplierArmor>2.5</StuffEffectMultiplierArmor>
			<Mass>7</Mass>
			<Bulk>8</Bulk>
			<WornBulk>5</WornBulk>
		</statBases>
		<equippedStatOffsets>
			<ReloadSpeed>-0.2</ReloadSpeed>
			<MeleeHitChance>-1</MeleeHitChance>
			<ShootingAccuracyPawn>-0.15</ShootingAccuracyPawn>
			<AimingAccuracy>-0.08</AimingAccuracy>
			<Suppressability>-0.25</Suppressability>
			<MeleeCritChance>-0.05</MeleeCritChance>
			<MeleeParryChance>1.0</MeleeParryChance>
		</equippedStatOffsets>
		<apparel>
			<developmentalStageFilter>Child, Adult</developmentalStageFilter>
			<tags>
				<li>TribalShield</li>
			</tags>
			<renderNodeProperties>
				<li>
					<nodeClass>CombatExtended.PawnRenderNode_Apparel</nodeClass>
					<workerClass>CombatExtended.PawnRenderNodeWorker_Drafted</workerClass>
					<texPath>Things/Apparel/Shield/CE_Shield</texPath>
					<shaderTypeDef>CutoutComplex</shaderTypeDef>
					<parentTagDef>ApparelBody</parentTagDef>
					<drawData>
						<scale>0.8</scale>
						<defaultData>
							<layer>85</layer>
						</defaultData>
						<dataEast>
							<layer>-5</layer>
							<offset>(0, 0, -0.1)</offset>
						</dataEast>
						<dataNorth>
							<layer>-5</layer>
							<offset>(0.15, 0, -0.1)</offset>
						</dataNorth>
						<dataSouth>
							<offset>(0.25, 0, -0.15)</offset>
						</dataSouth>
					</drawData>
				</li>
			</renderNodeProperties>
		</apparel>
		<modExtensions>
			<li Class="CombatExtended.ShieldDefExtension">
				<shieldCoverage>
					<li>Hands</li>
					<li>Arms</li>
					<li>Shoulders</li>
					<li>Torso</li>
					<li>Neck</li>
				</shieldCoverage>
			</li>
		</modExtensions>
		<tradeTags>
			<li>Armor</li>
		</tradeTags>
	</ThingDef>

	<ThingDef ParentName="ShieldBase">
		<defName>CE_Apparel_BallisticShield</defName>
		<label>ballistic shield</label>
		<description>A heavy shield designed to protect against gunfire. It can cover most of the wearer's body but restricts use of two-handed weapons. Its heavy weight and bulk make it unwieldy in combat.</description>
		<techLevel>Industrial</techLevel>
		<graphicData>
			<texPath>Things/Apparel/BallisticShield/CE_BallisticShield</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>CutoutComplex</shaderType>
		</graphicData>
		<possessionCount>1</possessionCount>
		<costStuffCount>90</costStuffCount>
		<stuffCategories>
			<li>Steeled</li>
		</stuffCategories>
		<recipeMaker>
			<researchPrerequisite>Machining</researchPrerequisite>
			<recipeUsers>
				<li>TableMachining</li>
			</recipeUsers>
			<skillRequirements>
				<Crafting>5</Crafting>
			</skillRequirements>
		</recipeMaker>
		<statBases>
			<WorkToMake>19000</WorkToMake>
			<MaxHitPoints>125</MaxHitPoints>
			<StuffEffectMultiplierArmor>8</StuffEffectMultiplierArmor>
			<Mass>13</Mass>
			<Bulk>15</Bulk>
			<WornBulk>10</WornBulk>
		</statBases>
		<equippedStatOffsets>
			<ReloadSpeed>-0.3</ReloadSpeed>
			<MeleeHitChance>-4</MeleeHitChance>
			<ShootingAccuracyPawn>-0.4</ShootingAccuracyPawn>
			<AimingAccuracy>-0.2</AimingAccuracy>
			<Suppressability>-0.5</Suppressability>
			<MeleeCritChance>-0.2</MeleeCritChance>
			<MeleeParryChance>1.0</MeleeParryChance>
		</equippedStatOffsets>
		<apparel>
			<tags>
				<li>OutlanderShield</li>
			</tags>
			<renderNodeProperties>
				<li>
					<nodeClass>CombatExtended.PawnRenderNode_Apparel</nodeClass>
					<workerClass>CombatExtended.PawnRenderNodeWorker_Drafted</workerClass>
					<texPath>Things/Apparel/BallisticShield/CE_BallisticShield</texPath>
					<shaderTypeDef>CutoutComplex</shaderTypeDef>
					<parentTagDef>ApparelBody</parentTagDef>
					<drawData>
						<scale>0.8</scale>
						<defaultData>
							<layer>85</layer>
						</defaultData>
						<dataEast>
							<layer>-5</layer>
							<offset>(0, 0, -0.1)</offset>
							<rotationOffset>30</rotationOffset>
						</dataEast>
						<dataWest>
							<rotationOffset>-30</rotationOffset>
						</dataWest>
						<dataNorth>
							<layer>-5</layer>
							<offset>(0.15, 0, -0.1)</offset>
						</dataNorth>
						<dataSouth>
							<offset>(0.15, 0, -0.1)</offset>
						</dataSouth>
					</drawData>
				</li>
			</renderNodeProperties>
		</apparel>
		<modExtensions>
			<li Class="CombatExtended.ShieldDefExtension">
				<shieldCoverage>
					<li>Hands</li>
					<li>Arms</li>
					<li>Shoulders</li>
					<li>Torso</li>
					<li>Neck</li>
					<li>FullHead</li>
				</shieldCoverage>
				<crouchCoverage>
					<li>Legs</li>
				</crouchCoverage>
			</li>
		</modExtensions>
		<tradeTags>
			<li>Armor</li>
		</tradeTags>
	</ThingDef>

</Defs>